Added switches --revive, -rcs, -rms

- Switch -rcs, remove civil skills
 - Switch -rms, remove military skills (who would want that?)
 - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible)
 - More space for "Current Job"
develop
Raoul XQ 2011-04-23 02:45:18 +02:00
parent c5609e3524
commit 5d0ba0cac7
1 changed files with 139 additions and 25 deletions

@ -18,7 +18,6 @@
* - Filter by last name with -ln
* - Add pattern matching (or at least matching) to -n/-fn/-ln
* - Set nickname with --setnick (only if -i is given)
* - Revive creature(s) with --revive
* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
* - Make -1 the default for everything but -i
* - Imply -i if first argument is a number
@ -28,6 +27,10 @@
* - Switch --listskills, showing first 3 important skills
* Done:
* - More space for "Current Job"
* - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible)
* - Switch -rcs, remove civil skills
* - Switch -rms, remove military skills (who would want that?)
* - Allow comma separated list of IDs for -i
* - '-c all' shows all creatures
* - Rename from skillmodify.cpp to creature.cpp
@ -73,7 +76,11 @@ using namespace std;
* either dependent on Toady One's implementation (#defining numbers) or
* Memory.xml (#defining text). I voted for Toady One's numbers to be more
* stable, but could be wrong.
*
* Ideally there would be a flag "is_military" or "is_social" in Memory.xml.
*/
/* Social skills */
#define SKILL_PERSUASION 72
#define SKILL_NEGOTIATION 73
#define SKILL_JUDGING_INTENT 74
@ -84,6 +91,25 @@ using namespace std;
#define SKILL_CONSOLING 83
#define SKILL_PACIFICATION 84
/* Misc skills */
#define SKILL_WEAPONSMITHING 27
#define SKILL_ARMORSMITHING 28
#define SKILL_RECORD_KEEPING 77
#define SKILL_WAX_WORKING 115
/* Some military skills */
#define SKILL_COORDINATION 95
#define SKILL_BALANCE 96
#define SKILL_LEADERSHIP 97
#define SKILL_TEACHING 98
#define SKILL_FIGHTING 99
#define SKILL_ARCHERY 100
#define SKILL_WRESTLING 101
#define SKILL_BITING 102
#define SKILL_STRIKING 103
#define SKILL_KICKING 104
#define SKILL_DODGING 105
#define LABOR_STONE_HAULING 1
#define LABOR_WOOD_HAULING 2
#define LABOR_BURIAL 3
@ -95,13 +121,14 @@ using namespace std;
#define LABOR_CLEANING 9
#define LABOR_FEED_PATIENTS_PRISONERS 22
#define LABOR_RECOVERING_WOUNDED 23
#define NOT_SET INT_MIN
#define MAX_MOOD 4
#define NO_MOOD -1
#define PROFESSION_CHILD 96
#define PROFESSION_BABY 97
#define NOT_SET INT_MIN
#define MAX_MOOD 4
#define NO_MOOD -1
bool quiet=true;
bool verbose = false;
bool showhauler = true;
@ -123,6 +150,7 @@ int hauler_labors[] = {
,LABOR_FEED_PATIENTS_PRISONERS
,LABOR_RECOVERING_WOUNDED
};
int social_skills[] =
{
SKILL_PERSUASION
@ -136,6 +164,21 @@ int social_skills[] =
,SKILL_PACIFICATION
};
int military_skills[] =
{
SKILL_COORDINATION
,SKILL_BALANCE
,SKILL_LEADERSHIP
,SKILL_TEACHING
,SKILL_FIGHTING
,SKILL_ARCHERY
,SKILL_WRESTLING
,SKILL_BITING
,SKILL_STRIKING
,SKILL_KICKING
,SKILL_DODGING
};
void usage(int argc, const char * argv[])
{
cout
@ -153,17 +196,23 @@ void usage(int argc, const char * argv[])
<< "-ll/--listlabors: List available labors" << endl
<< "--showdead : Also show/modify dead creatures" << endl
<< "--showallflags : Show all flags of a creature" << endl
<< "-ss : Show social skills" << endl
<< "+sh : Hide hauler labors" << endl
<< endl
<< "Modifying options:" << endl
<< "-al <n> : Add labor <n> to creature" << endl
<< "-rl <n> : Remove labor <n> from creature" << endl
<< "-ras : Remove all skills from creature" << endl
<< "-ras : Remove all skills from creature (i.e. set them to zero)" << endl
<< "-rcs : Remove civil skills from creature (i.e. set them to zero)" << endl
<< "-rms : Remove military skills from creature (i.e. set them to zero)" << endl
<< "-ral : Remove all labors from creature" << endl
<< "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl
<< "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl
// Disabling mood doesn't work as intented
<< "--setmood <n> : Set mood to n (-1 = no mood, max=4, buggy!)" << endl
<< "--kill : Kill creature(s) (may need to be called multiple times)" << endl
// Doesn't seem to work
//<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl
// Setting happiness doesn't work really, because hapiness is recalculated
//<< "--sethappiness <n> : Set happiness to n" << endl
<< "-f : Force an action" << endl
@ -317,18 +366,22 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
}
string job="No Job";
string jobid;
stringstream ss;
ss << "(" << creature.current_job.jobId << ")";
jobid = ss.str();
string job="No Job/On Break" + (creature.current_job.jobId == 0 ? "" : jobid);
if(creature.current_job.active)
{
job=mem->getJob(creature.current_job.jobId);
int p=job.size();
while (p>0 && (job[p]==' ' || job[p]=='\t'))
p--;
if (p <= 1)
if (p <= 1) // Display numeric jobID if unknown job
{
stringstream ss;
ss << creature.current_job.jobId;
job = ss.str();
job = jobid;
}
}
@ -336,9 +389,9 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
{
printf("%3d", index);
printf(" %-17s", type.c_str());
printf(" %-32s", name.c_str());
printf(" %-24s", name.c_str());
printf(" %-16s", toCaps(profession).c_str());
printf(" %-30s", job.c_str());
printf(" %-38s", job.c_str());
printf(" %5d", creature.happiness);
if (showdead)
{
@ -531,8 +584,11 @@ int main (int argc, const char* argv[])
bool find_nonicks = false;
bool find_nicks = false;
bool remove_skills = false;
bool remove_civil_skills = false;
bool remove_military_skills = false;
bool remove_labors = false;
bool kill_creature = false;
bool revive_creature = false;
bool make_hauler = false;
bool remove_hauler = false;
bool add_labor = false;
@ -601,6 +657,14 @@ int main (int argc, const char* argv[])
{
remove_skills = true;
}
else if(arg_cur == "-rcs")
{
remove_civil_skills = true;
}
else if(arg_cur == "-rms")
{
remove_military_skills = true;
}
else if(arg_cur == "-f")
{
force_massdesignation = true;
@ -658,6 +722,12 @@ int main (int argc, const char* argv[])
showallflags = true;
showdead = true;
}
else if(arg_cur == "--revive")
{
revive_creature = true;
showdead = true;
showallflags = true;
}
else if(arg_cur == "-ral")
{
remove_labors = true;
@ -813,10 +883,11 @@ int main (int argc, const char* argv[])
addrs.push_back(creature.origin);
bool dochange = (
remove_skills
remove_skills || remove_civil_skills || remove_military_skills
|| remove_labors || add_labor || remove_labor
|| make_hauler || remove_hauler
|| kill_creature
|| revive_creature
|| set_happiness
|| set_mood
);
@ -841,7 +912,7 @@ int main (int argc, const char* argv[])
{
if(creature.has_default_soul)
{
if (kill_creature)
if (kill_creature && !creature.flags1.bits.dead)
{
/*
[quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055]
@ -869,6 +940,25 @@ int main (int argc, const char* argv[])
just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color].
*/
/* This is from an invading creature's flags:
ID: 560, Crocodile Cave, Nako, Standard, Job: No Job, Happiness: 100
Flag: Marauder
Flag: Can Swap
Flag: Active Invader
Flag: Invader Origin
Flag: Coward
Flag: Hidden Ambusher
Flag: Invades
Flag: Ridden
Flag: Calculated Nerves
Flag: Calculated Bodyparts
Flag: Calculated Insulation
Flag: Vision Good
Flag: Breathing Good
*/
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
@ -879,12 +969,28 @@ int main (int argc, const char* argv[])
f1.bits.hidden_in_ambush = 0;
f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */
cout << "Setting f1.bits.dead = 1" << endl;
cout << "Setting f2.bits.killed = 1" << endl;
cout << "Setting f1.bits.active_invader = 0" << endl;
cout << "Setting f1.bits.hidden_ambusher = 0" << endl;
cout << "Setting f1.bits.hidden_in_ambush = 0" << endl;
cout << "Setting f1.bits.invades = 0" << endl;
cout << "Writing flags..." << endl;
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
{
cout << "Error writing creature flags!" << endl;
}
// We want the flags to be shown after our modification, but they are not read back
creature.flags1 = f1;
creature.flags2 = f2;
}
if (revive_creature && creature.flags1.bits.dead)
{
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
f1.bits.dead = 0;
f2.bits.killed = 0;
f1.bits.active_invader = 1; /*!< 17: Active invader (for organized ones) */
f1.bits.hidden_ambusher = 1; /*!< 21: Active marauder/invader moving inward? */
f1.bits.hidden_in_ambush = 1;
f1.bits.invades = 1; /*!< 22: Marauder resident/invader moving in all the way */
cout << "Writing flags..." << endl;
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
{
@ -917,16 +1023,24 @@ int main (int argc, const char* argv[])
Creatures->WriteHappiness(creature_idx, set_happiness_n);
}
if (remove_skills)
if (remove_skills || remove_civil_skills || remove_military_skills)
{
DFHack::t_soul & soul = creature.defaultSoul;
cout << "Removing skills..." << endl;
for(unsigned int sk = 0; sk < soul.numSkills;sk++)
{
bool is_military = is_in(soul.skills[sk].id, military_skills, sizeof(military_skills)/sizeof(military_skills[0]));
if (remove_skills
|| (remove_civil_skills && !is_military)
|| (remove_military_skills && is_military))
{
soul.skills[sk].rating=0;
soul.skills[sk].experience=0;
}
}
// Doesn't work anyways, so better leave it alone
//soul.numSkills=0;
if (Creatures->WriteSkills(creature_idx, soul) == true) {